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  1. niston
    niston
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    The "Next-Gen-Update" brought about a new BA2 Archive version.
    DDS Texture Scanner 1.5.2 supports both new & old versions.
  2. Alundra
    Alundra
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    Are you able to add a column for what the issue is, it's hard to tell what I'm looking at :). Or perhaps an article to explain why things show up please? :)

    How do I make a cubemap know it's a cubemap? I resaved Bethesdas and it's now showing in the list so I'm pretty sure that's why it's not working....it would explain a lot lol.

    What's mipmaps and why does that matter? The Assignable School Desks are flagging for this and I assume being 400x512 (they should be the square and divisible by two right?)

    Atomic muscle is flagging and I don't know why.
    CBBE Outfit helper suite is also flagging but unsure why.
    CWSS is flagging, no idea why.
    Graffiti 2 Electric Boogaloo is flagging a lot also but I assume that's the not square thing.
    1. niston
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      The topic is extremely complex. I'm unable to provide a detailed instructions guide here, as you could probably write an entire 300 page book on the subject.

      Cubemaps: This is a bit flag in the DDS file. It indicates that the dds file contains a cubemap, which need different handling from regular textures. This means that this flag must be set while saving the texture, usually it's a checkbox on the save dialog. It seems to be very common to encounter cubemaps that have been saved without this flag being set. The game will not process them properly and having such malformed files in your game may prevent the game from rendering any cubemaps at all. Further note that cubemaps must not have square dimensions. The scanner will flag files that are not square but don't have the cubemap bitflag set, that's likely what you're seeing.

      Mipmaps: Those are lower resolution versions of the same texture, stored in the same file. The game will load one of the lower resolution versions into VRAM for objects that are far away from the player. As player approaches the object, the game then loads higher and higher resolutions, requiring more VRAM to hold them. Mipmaps are thus an optimization technique to minimize VRAM usage. Note that this is not related to LOD but works on much shorter distances (ie, things within the loaded ugrids area). On a side note, the game's handling of mipmaps is severely bugged. It normally does not matter thanks to precombines, but if there are a lot of objects in a scene, the bug will cause mipmap textures to "smear" across the screen as you pan the camera around.

      Re CWSS, almost certainly it's flagging a texture that is 2000x2000 pixels in size. This will CTD your game and has been fixed in the most recent version of the mod. The fix is to resize the texture to 2048x2048 and resave it. Re the others, I don't know. Post a screenshot and I might be able to help.
    2. Alundra
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      Thanks for the cubemap help it's been driving me nuts they aren't working like I expected!

      Ahh so mipmaps are more to help performance?

      So the problem isn't that it's 2000 it's that it wants it to be 2048? I thought it just had to be divisible by 2?

      CWSS yes you're right! MO2 saved it as "CWSS V" so I thought I had version 5 not 4.1 and it was fixed ha ha ha. I've downloaded the fix, thank you so much!
    3. niston
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      Mipmaps are to preserve VRAM. To render objects visibly on screen, they must be given a texture. Textures must be held in VRAM of the GPU for it to be able to render the texture. Ofc VRAM is a limited resource, you only have so much of it. Now if some small object, say a vault tec lunchbox, is far away from your viewpoint, it doesnt need a highres texture because it will be maybe jsut a few dozen pixels in size, on your screen. So mipmaps exploit this fact, using less VRAM for textures of far away objects and more VRAM for textures of close by objects.

      Normal textures best have each width and height be powers of two, to prevent crashes.
      For cubemaps, each width and height should be a multiple of 4.
  3. NCRganger
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    Texture Path;Dimensions;MipMaps;Cubemap;Archive Type
    D:\SteamLibrary\steamapps\common\Fallout 4\Data\Fallout4 - Interface.ba2#\Textures\Actors\Character\FaceCustomization\Fallout4.esm\0024A02C_msn.DDS;ERROR;BA2 General
    D:\SteamLibrary\steamapps\common\Fallout 4\Data\Fallout4 - Interface.ba2#\Textures\Actors\Character\FaceCustomization\Fallout4.esm\0024A031_msn.DDS;ERROR;BA2 General
    D:\SteamLibrary\steamapps\common\Fallout 4\Data\Fallout4 - Interface.ba2#\Textures\Actors\Character\FaceCustomization\Fallout4.esm\0024A033_d.DDS;ERROR;BA2 General
    D:\SteamLibrary\steamapps\common\Fallout 4\Data\Fallout4 - Interface.ba2#\Textures\Actors\Character\FaceCustomization\Fallout4.esm\0024A033_msn.DDS;ERROR;BA2 General
    D:\SteamLibrary\steamapps\common\Fallout 4\Data\Fallout4 - Interface.ba2#\Textures\Actors\Character\FaceCustomization\Fallout4.esm\0024A033_s.DDS;ERROR;BA2 General
    D:\SteamLibrary\steamapps\common\Fallout 4\Data\Fallout4 - Interface.ba2#\Textures\Actors\Character\FaceCustomization\Fallout4.esm\0024A034_s.DDS;ERROR;BA2 General
    D:\SteamLibrary\steamapps\common\Fallout 4\Data\Fallout4 - Interface.ba2#\Textures\Actors\Character\FaceCustomization\Fallout4.esm\0024A035_msn.DDS;ERROR;BA2 General
    D:\SteamLibrary\steamapps\common\Fallout 4\Data\Fallout4 - Interface.ba2#\Textures\Actors\Character\FaceCustomization\Fallout4.esm\0024A035_s.DDS;ERROR;BA2 General
    D:\SteamLibrary\steamapps\common\Fallout 4\Data\Fallout4 - Interface.ba2#\Textures\Actors\Character\FaceCustomization\Fallout4.esm\0024A037_msn.DDS;ERROR;BA2 General
    D:\SteamLibrary\steamapps\common\Fallout 4\Data\Fallout4 - Interface.ba2#\Textures\Interface\DLCBannerDLC05.dds;500 x 1024;0;NO;BA2 General
    D:\SteamLibrary\steamapps\common\Fallout 4\Data\Fallout4 - Interface.ba2#\Textures\Interface\DLCBannerDLC05grey.dds;500 x 1024;0;NO;BA2 General
    D:\SteamLibrary\steamapps\common\Fallout 4\Data\Vault4 - Textures.BA2#\textures\Vault4\Jangles_Clean_d.dds;960 x 960;1;NO;BA2 Texture


    Any Ideas on how to fix this? I keep crashing around the National Guard training yard
    1. niston
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      You can ignore the files in the vanilla archives (Interface.ba2).
      As for the Vault 4 texture, you can extract it, resize it with paint.net to 1024x1024 and then place it as loose file or update the archive.
  4. TheBossMan2
    TheBossMan2
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    Hello, guys!
    I got these results from DDS

    Texture Path;Dimensions;MipMaps;Cubemap;Archive Type
    D:\Steam\steamapps\common\Fallout 4\Data\F2000 - Textures.ba2#\Textures/Ammo/Cubemaps/Copperubemap3.0_e.dds;32 x 42;1;YES;BA2 Texture
    D:\Steam\steamapps\common\Fallout 4\Data\Fallout4 - Interface.ba2#\Textures\Interface\DLCBannerDLC05.dds;500 x 1024;0;NO;BA2 General
    D:\Steam\steamapps\common\Fallout 4\Data\Fallout4 - Interface.ba2#\Textures\Interface\DLCBannerDLC05grey.dds;500 x 1024;0;NO;BA2 General
    D:\Steam\steamapps\common\Fallout 4\Data\textures\Effects\SmokeTracerVaporTile.DDS;80 x 1024;1;NO
    
    what should I do? I'm clueless
  5. zMaZT3Rz
    zMaZT3Rz
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    This mod says that Fallout London has these texture issues:

    Texture Path;Dimensions;MipMaps;Cubemap;Archive Type
    E:\SteamLibrary\steamapps\common\Fallout 4\Data\Fallout4 - Interface.ba2#\Textures\Interface\DLCBannerDLC05.dds;500 x 1024;0;NO;BA2 General
    E:\SteamLibrary\steamapps\common\Fallout 4\Data\Fallout4 - Interface.ba2#\Textures\Interface\DLCBannerDLC05grey.dds;500 x 1024;0;NO;BA2 General
    E:\SteamLibrary\steamapps\common\Fallout 4\Data\LondonWorldSpace - Textures11.ba2#\Textures\DLCLondon\Shared\Cubemaps\GoldOutsideDay01.dds;768 x 128;10;NO;BA2 Texture
    E:\SteamLibrary\steamapps\common\Fallout 4\Fallout London\Data\LondonWorldSpace - Textures11.ba2#\Textures\DLCLondon\Shared\Cubemaps\GoldOutsideDay01.dds;768 x 128;10;NO;BA2 Texture

    I'm wondering if that is the cause of my unhandled exception CTDs I'm having every 5 to 10 minutes.
    1. bartek3456
      bartek3456
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      First two are only used in the main menu for the AddOns option, not in game
    2. niston
      niston
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      The two cubemap files (768x128) do not have the cubemap flag set.
    3. nodude2016
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      I often crash to the desktop even when starting the game, and in the report (Buffout Generated) constantly writes about the texture:
      (NiTexture*) Name: Textures\Interface\DLCBannerDLC01.dds
      I researched the problem on the Internet, but found only this Fix for Obscure F4SE Bug, CTD on Launch: Textures\Interface\DLCBannerDLC01.dds
    4. niston
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      Try disabling the scaleform memory allocator patch in buffout.
    5. nodude2016
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      Try disabling the scaleform memory allocator patch in buffout.
      oh thanks, I'll try it! Maybe another crash to the desktop will fix it! I'll write later if this helped)

      In the meantime, I unpacked files 
      DLCBannerDLC07.dds and DLCBannerDLC07Grey.dds ( which are stored in Fallout4 - Interface.ba2 ), made copies of them and renamed them to DLCBannerDLC01.dds and DLCBannerDLC01grey.dds and so on, placed them in patch Data\Textures\Interface\*.* route and this solved the problem with the crash during loading... no matter how funny it sounds))
    6. nodude2016
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      Try disabling the scaleform memory allocator patch in buffout.
      That was good advice! Desktop crashes have stopped! Thank you very much!
      for reference: i use Fallout 4 v1.10.163, Buffout 4 v1.28.6
  6. drevviken
    drevviken
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    Will everything NG have backward compatibility...?
    1. niston
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      Reportedly, someone is working on a F4SE Plugin for the old game exe (1.10.163) to load the new Archive format.
      Also reportedly, the new exe (1.10.980) can load both old and new formats.
    2. drevviken
      drevviken
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      Well.. that sounds hopeful, at least. I wonder why a new BA2 version was necessary. 
    3. niston
      niston
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      For now, it appears that there was no reason at all.
    4. drevviken
      drevviken
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      If that is actually the case, it's slightly infuriating. 
    5. Drivinghard
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      nobody can convince me this 'SNUFFgen' update was not a targeted attack against modders.
      Given their established 'precidence' of releasing major updates for other titles like Skyrim as completely seperate games:
      ie., Skyrim, Skyrim Special & Anniversary editions .. for example .. instead they INTENTIONALLY chose to foster confusion and attack modders and players with modded games :( . . and F4SE . . so you're right it "Appears" there was no reason at all, FO4 has 1.5 Billion mod downloads .. is the reason

      oops, thanks for THIS mod .. gonna try to jump into retexturing this summer . . !
    6. drevviken
      drevviken
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      While I loathe many of their recent decisions, what reason could they possibly have to attack the modders in such an intricate way? Seriously? They must be completely aware that the modding scene is what keeps their games thriving year after year. Even if they were only interested in money these days it would be a foolish move. 
    7. zazyzazer
      zazyzazer
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      Possibly want to drive more traffic to Creation Club for new players who don't know how to mod or downgrade, or they are afraid of getting "embarrassed" by a huge game-sized mod like Fallout: London which people may enjoy more than base Fallout 4. Would have been very easy to provide a simple beta branch, or simply release something that isn't utterly broken. There is something inexplicably wrong with Bethesda's project management, because even when they release a simple game update, they still somehow manage to break the vanilla game without actually fixing anything important.
    8. niston
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      Not only did they manage to break the game, they also broke CK in multiple ways.
    9. drevviken
      drevviken
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      Regardless, It's a tragedy. 
  7. FlaconOil
    FlaconOil
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    Hi !
    Thank you for this tool, i use it to check my mod files.
    Would it be possible to ask for some addings in your tool ?

    I work on a ton of .dds files and as my workflow is pretty much thinked for quality (so i use my software for that) i have to save all my files manually (i cannot use Cathedral Assets Optimizer for downsizing). The thing is that i'm dyslexic and It's very difficult because i often forgot some "spaces" after the file name or some "- copy" like photoshop is really woohoo. Like "Megaloader02_s .dds" instead of "Megaloader02_s.dds". Or "Megaloader02_s - copy.dds"

    It would REEAAALLYY save me hours in checking and save bad uploads.
    You can check my mod to understand the work behind my dyslexicity

    Something like checking everything after "_d" "_s" "_n" and before ".dds" would be very usefull !
  8. LlamaEnjoyer
    LlamaEnjoyer
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    Hi, I don't think this is an expected behavior (running the latest F4 "next-gen" update):

    Picture
    1. niston
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      Version 1.5.2 should fix this.
      Thanks for the report.
    2. LlamaEnjoyer
      LlamaEnjoyer
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      You're welcome and thanks for the hard work! :)
  9. lorddagon97
    lorddagon97
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    This tells me that all of my vanilla texture .ba2's have errors and are invalid...is that normal?
    1. niston
      niston
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      Try Version 1.5.1 1.5.2 update and let me know please.
  10. Anakin1773
    Anakin1773
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    Could you update this so that I can check the size of textures, even when there's no issues with them?

    I ask because some mods have 2K textures, and I want to downscale them using Cathedral Assets Optimizer. In order to do that, I tried to check their size using this tool.

    It won't allow me to scan BA2 archives that have no issues, nor list their resolutions of the textures contained within.

    If this request is unneeded or frivolous, then I still thank you for this tool, and have a great day.
    1. Docssy
      Docssy
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      +1
    2. DavidsFallout4Mods
      DavidsFallout4Mods
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      Why on Gods Green Earth would you ever want to downscale textures?
    3. Anakin1773
      Anakin1773
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      Performance.
    4. freeroamer696
      freeroamer696
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      Performance...and you can get better all around looks if you go by object size. There is no reason a pack of cigarettes and a dumpster need to have the same size textures, but they do. That can be a lot to process needlessly on things that are not of sufficient size to warrant a big texture size. How often do you zoom in on say the pocket watch? You can squeeze quite a bit of performance, and make things look better at the same time. Think more upscale on the dumpster, and small on the pack of smokes. With the amount of small items in this game it's less to load up when taken all together and it looks and runs better. Big things get big textures, small things...you get it.
    5. niston
      niston
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      I've just published new DDS Texture Informer, which does exactly what you want.
  11. TrophiHunter
    TrophiHunter
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    Please add the function to look through the face textures to find mismatching sizes, this causes the "black face bug" aka tints break. Check all _d for size all _n and all _s if sizes are different flag as mismatched.
    1. niston
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      Yes I have considered this.
      I will need to research more about the issue and perhaps make a dedicated scanner program for it, as it is very FO4 specific.
      Also it will probably require loading and parsing plugins, which is a completely different can of worms unto itself.
    2. WizardOfAtlantis
      WizardOfAtlantis
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      yes, great idea!
    3. SmileWolfDotJPG
      SmileWolfDotJPG
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      Any news on this? Im having issues with unique npcs 
    4. rekyuu
      rekyuu
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      Any updates on this? Easily one of the biggest headaches when it comes to installing NPC mods
    5. niston
      niston
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      Later maybe.